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Dire Allosaurus

Large Beast, Unaligned

Armor Class: 17 (natural armor)


Hit points: 105 (10d10+50)

Speed: 70ft

Str: 20 (+5)
Dex: 19 (+4)
Con: 21 (+5)
Int: 4 (-3)
Wis: 13 (+1)
Cha: 6 (-2)

Skills: Perception +5
Senses: passive Perception 15
Languages -
Challenge 5 (1800xp)

Pounce. If the Dire Allosaurus moves at least 20 feet straight toward a creature and then hits with a
claw attack on the same turn, that target must succeed on DC 17 Strength saving throw or be knocked
prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Hit: 27 (4d10 + 5) piercing damage.

Claw. Melee Weapons Attack: +8 to hit, reach 5 ft. one target.


Hit: 15 (3d6 + 5) slashing damage.

Horn. Melee Weapon Attack: +8 to hit, reach 5ft. one target.


Hit: 14 (2d8 + 9) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength
saving throw or be thrown 20 ft and fall prone, taking another 9 (2d8) bludgeoning damage. If the
target is a Medium or smaller creature, it has disadvantage on the saving throw.

The Dire Allosaurus is a terrifying beast of terrible speed and ferocity. The normally small horns found
over the Allosaurus’ eyes have grown into full sizes horns, usually 2-3 feet in length, that the Dire
Allosaurus uses to deadly effect. Often described as one of the fastest creatures on land, the Dire
Allosaurus is often seen leading hunting packs of Allosaurus, however, these packs almost never stay
together after the hunt is completed.
The Dire Allosaurus also grows a row of along it’s spine, with a 2 more rows of spikes that grow on
either side of the first row as the Dire Allosaurus reaches adulthood. These 3 rows of spines along the
back are the primary indicator of the age of a Dire Allosaurus, since they continue to grow slowly
throughout the entire life of the beast.
Dire Ankylosaurus
Gargantuan Beast, Unaligned

Armor Class: 18 (natural armor)


Hit points: 175 (10d20+70)

Speed: 25ft

Str: 24 (+7)
Dex: 7 (-2)
Con: 24 (+7)
Int: 4 (-3)
Wis: 13 (+1)
Cha: 5 (-3)

Senses: passive Perception 11


Resistance: Bludgeoning, Piercing, Slashing
Languages -
Challenge 5 (1800xp)

Heavy Natural Armor: When the Dire Brontosaurus is forced to make a Dexterity saving throw to
reduce the damage of an attack or spell, it can choose to make a Constitution saving throw instead.

Spike Shell: When a creature within 5 feet makes a melee attack against the Dire Ankylosaurus, it
takes 5 (2d4) piercing damage.

Withdraw: The Dire Ankylosaurus can use an action to take up a defensive stance. When it does, the
Dire Ankylosaurus gains +5 to it’s AC, until the start of it’s next turn.

Actions

Tail. Melee Weapons Attack: +11 to hit, reach 15 ft, one target
Hit: 28 (6d6 + 7) bludgeoning damage plus 9 (2d8) piercing damage. If the target is a creature, it must
succeed on a DC 17 Strength saving throw or be knocked prone.

The fearsome beast is a rare and impressive sight. These lumbering giants could easily be mistake for
small hills if it weren’t for the large spikes protruding from the heavy armor plates covering it’s body.
The Dire Ankylosaurus is a slow beast, both in body and mind. It will almost never attack unless it
feels threatened. When it is provoked to attack it will swing it’s massive club like tail at it’s attackers
until the enemy is dead or flees. Due to it’s slow speed and heavy armor, the Dire Ankylosaurus will
almost never give chase to an attacker, but will continue to watch its opponent for extended periods of
time, ready for another assault.

The Dire Ankylosaurus travel in herds usually consisting of only 2-3 adult pairs and their offspring,
usually about 3-5 young since it takes several years for a Dire Ankylosaurus to reach maturity. It is
believed that this small herd size is due to the creatures massive appetite. Even a small herd leaves a
wake of devastation on an area’s plant life as they pass.
Dire Ankylosaurus
Gargantuan Beast, Unaligned

Armor Class: 18 (natural armor)


Hit points: 175 (10d20+70)

Speed: 25ft

Str: 24 (+7)
Dex: 7 (-2)
Con: 24 (+7)
Int: 4 (-3)
Wis: 13 (+1)
Cha: 5 (-3)

Senses: passive Perception 11


Resistance: Bludgeoning, Piercing, Slashing
Languages -
Challenge 5 (1800xp)

Heavy Natural Armor: When the Dire Brontosaurus is forced to make a Dexterity saving throw to
reduce the damage of an attack or spell, it can choose to make a Constitution saving throw instead.

Spike Shell: When a creature within 5 feet makes a melee attack against the Dire Ankylosaurus, it
takes 5 (2d4) piercing damage.

Withdraw: The Dire Ankylosaurus can use an action to take up a defensive stance. When it does, the
Dire Ankylosaurus gains +5 to it’s AC, until the start of it’s next turn.

Actions

Tail. Melee Weapons Attack: +11 to hit, reach 15 ft, one target
Hit: 28 (6d6 + 7) bludgeoning damage plus 9 (2d8) piercing damage. If the target is a creature, it must
succeed on a DC 17 Strength saving throw or be knocked prone.

The fearsome beast is a rare and impressive sight. These lumbering giants could easily be mistake for
small hills if it weren’t for the large spikes protruding from the heavy armor plates covering it’s body.
The Dire Ankylosaurus is a slow beast, both in body and mind. It will almost never attack unless it
feels threatened. When it is provoked to attack it will swing it’s massive club like tail at it’s attackers
until the enemy is dead or flees. Due to it’s slow speed and heavy armor, the Dire Ankylosaurus will
almost never give chase to an attacker, but will continue to watch its opponent for extended periods of
time, ready for another assault.

The Dire Ankylosaurus travel in herds usually consisting of only 2-3 adult pairs and their offspring,
usually about 3-5 young since it takes several years for a Dire Ankylosaurus to reach maturity. It is
believed that this small herd size is due to the creatures massive appetite. Even a small herd leaves a
wake of devastation on an area’s plant life as they pass.
Dire Tyrannosaurus Rex
Gargantuan Beast, Unaligned

Armor Class: 16 (natural armor)


Hit points: 240 (15d20+75)

Speed: 60ft

Str: 28 (+9)
Dex: 12 (+1)
Con: 21 (+5)
Int: 4 (-3)
Wis: 13 (+1)
Cha: 10 (+0)

Skills: Perception +6
Senses: passive Perception 16
Resistance: Bludgeoning, Piercing, Slashing
Languages -
Challenge 12 (8400xp)

Stomp. If the Dire Tyrannosaurus moves at least 30ft straight towards a creature and ends its
movement in that creature’s space, it can make one Claw attack against the target as a bonus action.

Heavy Natural Armor: When the Dire Brontosaurus is forced to make a Dexterity saving throw to
reduce the damage of an attack or spell, it can choose to make a Constitution saving throw instead.

Actions

Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make
both attacks against the same target.

Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target.
Hit: 41 (6d12 + 9) piercing damage plus18 (4d8) slashing damage. If the target is a Large or smaller
creature, it is grappled (escape DC 19). If the target fails an attempt to escape the grapple, it takes 9
(2d8) slashing damage. Until this grapple ends, the target is restrained, and the Dire Tyrannosaurus
can't bite another target.

Tail. Melee Weapon Attack: +14 to hit, reach 10ft., one target.
Hit: 31 (5d8 + 9) bludgeoning damage plus 21 (6d6) piercing damage. If the target is a creature, it must
success on a DC 19 strength saving throw or be pushed back 10ft and be knocked prone.

Claw. Melee Weapon Attack: +14 to hit, reach 0ft., one large or smaller creature.
Hit: 27 (4d8 +9) bludgeoning damage plus 10 (3d6) slashing damage. The Target is restrained (escape
DC 20). While the target is restrained the Dire Tyrannosaurus can’t claw another target. If the Dire
Tyrannosaurus moves, the target is no longer restrained.
This Dire Tyrannosaurus is a terrifying beast to behold. Sometimes known as the Giganotosaurus, this
is among the largest dinosaur to have ever been seen. Shaped much like its more common relative,
Tyrannosaurus Rex, the Dire Tyrannosaurus’s body is covered in thick bony plates that make it
remarkably resistant to physical attacks. Those who have managed to see the inside of the Dire
Tyrannosaurus’s mouth and live to tell the tale have reported that the Dire Tyrannosaurus actually has 2
rows of blade shaped teeth that are used to tear apart their target as they bite down.
The Dire Tyrannosaurus also has hornlets above its eyes that extend down the back, forming 2 ridges
that run down either side of the spine. As these ridges reach the tail, they simultaneously join into a
single ridge that runs along the top of the tail and split on to either side of the tale, opposite one
another. The ridges that split down the sides of the tail continue a few more feet before gives way to a
row of spikes that start out about the same height as the ridge, only a few inches long. Down the tail,
these spikes slowly grow in length to about a foot long before ending in the last 3-6 spikes being closer
to a meter in length. These spikes grow throughout the life of the beast, with more spikes near the end
of the tail growing to the larger size with age.
Dire Triceratops
Huge Beast, Unaligned

Armor Class: 15 (natural armor)


Hit points: 161 (14d12+70)

Speed: 50ft, climb 30ft

Str: 25 (+7)
Dex: 10 (+0)
Con: 20 (+5)
Int: 4 (-3)
Wis: 12 (+1)
Cha: 6 (-2)

Senses: passive Perception 11


Languages -
Challenge 8 (3,900xp)

Trampling Charge: If the dire triceratops moves at least 20 feet straight toward a creature and then
hits it with a slam attack on the same turn, that target must succeed on a DC 15 Strength saving throw
or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a
bonus action.

Clawed Feet: The Dire Triceratops has large claws on it’s feet that allow it to climb inclines up to 60
degrees with no difficulty. The ability does not work on surfaces made of harder materials such as
metal or gemstones, but will work on other solid materials such as stone.

Actions

Gore. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 43 (8d8 +7) piercing damage plus 9 (2d8) slashing damage.

Stomp. Melee Weapon Attack: +11 to hit, Reach 5 ft. one prone creature.
Hit: 42 (6d10 +7) bludgeoning damage plus 13 (3d8) slashing damage.

The Dire Triceratops, while a close cousin to the triceratops, is actually a misnomer. This terrifying
behemoth actually has 5 horns in total, 2 on the forehead and 3 on the snout of the creature each about
half the size of the one in front of it. These horns are not round and smooth like those of a normal
triceratops, but tend to be jagged, with lots of sharp edges where pieces of the horn flake off as the
beasts fight for dominance.
Herds of Dire Triceratops are very large for a creature of their size, usually consisting of 3-5 males, 5-
10 females, and 10-15 younger animals. In the herd, only a single male will be able to breed at a time,
with males challenging one another for dominance. Unlike other large beasts, when a male loses a fight
for dominance they aren’t expelled from the herd. The exception to this, is when younger males get in
fights for a place in the herd. When to many males are in a single herd, the youngest and weakest males
will fight for a spot in the herd, with the loser being chased from the herd.
Dire Triceratops are incredibly territorial, charging and attacking anything that gets too close,
regardless of the size or strength of their opponents. The females are especially aggressive when their
young are threatened, even sometimes attacking the dominant male of the herd if he gets in a fight with
one of her young before he is grown.

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